Shader "Hidden/ProBuilder/FaceHighlight"
{
    Properties
    {
        _Color ("Color Tint", Color) = (1,1,1,1)
    }

    SubShader
    {
        Tags { "IgnoreProjector"="True" "RenderType"="Geometry" }
        Lighting Off
        ZTest LEqual
        ZWrite On
        Cull Back
        Blend SrcAlpha OneMinusSrcAlpha

        Pass
        {
            AlphaTest Greater .25

            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"

            float4 _Color;

            struct appdata
            {
                float4 vertex : POSITION;
            };

            struct v2f
            {
                float4 pos : SV_POSITION;
            };

            v2f vert (appdata v)
            {
                v2f o;

                /// https://www.opengl.org/discussion_boards/showthread.php/166719-Clean-Wireframe-Over-Solid-Mesh
                #if UNITY_VERSION > 550
                o.pos = float4(UnityObjectToViewPos(v.vertex.xyz), 1);
                #else
                o.pos = mul(UNITY_MATRIX_MV, v.vertex);
                #endif
                o.pos.xyz *= .99;
                o.pos = mul(UNITY_MATRIX_P, o.pos);

                return o;
            }

            half4 frag (v2f i) : COLOR
            {
                return _Color;
            }

            ENDCG
        }
    }
}
